An important note here since I am no longer able to edit this video, WS+1+2 to f+1+2 is not guaranteed, but more of a setup or a trap. If opponent moves or tries something other than holding back, they will be hit by f+1+2.
My thoughts on this character:
Leo is such an amazing character. She is a complete package. Awesome wall options, reversal, good lows, etc. You name it. She is believed to be the strongest character in Tekken 7. I wouldn't be surprised if she was played by the pros. I play her a lot lately and I must say she is a bit hard to control online because of the input lag or delays. If you are doing so, be mindful of the timing after b+1,4~d/f into WS3. This is where you might drop your combo as the next move f+4 to KNK 2 might not hit if the timing is incorrect. Wait a little into the dash motion before doing the WS3. Input and execution is average. It will be hard if you are not familiar with the stances and transitions. If you are having a hard time landing f+4~d/f WS+1+2, you can choose to use f+1+2 or f,f+2 for an easy ender.
Complete Video Combo List
1. u/f+2,1 d+4,2 (4 hits - 38 damage)2. CH d/f+2+3 FC,d/f+3 (2 hits - 43 damage)
3. WS+1+2 f+1+2 (2 hits - 60 damage) *see note above
4. CH QCF+1 WS+4,1+2 (3 hits - 54 damage)
5. d/f+2 f+2 b+1,4~d/f WS+3 f+4 KNK 2 S! f4~d/f WS+1+2 (9 hits-59 damage)
6. u/f+4 4 b+1,4~d/f WS+3 f+4 KNK 2 S! f4~d/f WS+1+2 (9 hits-60 damage)
7. BOK 2 U/F+4 b+1,4~df WS+3 f+4 KNK 2 S! f+4~df WS+1+2 (9 hits-73 damage)
8. d/b+3 f+3 b+1,4~df WS+3 f+4 KNK 2 S! f+4~df WS+1+2 (9 hits-75 damage)
9. KNK 3,4 b+1,4~df WS+3 f+4 KNK 2 S! f+4~df WS+1+2 (9 hits-67 damage)
10. d/f+2 3,2,4~df~U~u/f+1,1 b,f+1+2,1+2,1+2 (9 hit 53 damage)
11. d/f+2 d/f+1 3,2,4~d/f~U~u/f+1,1 S! f+4 KNK~d/f WS+1+2 (9 hits-57 damage)
12. f,f+4,3 S! b+1,4~d/f WS+3 f+4~d/f ws1+2 (7 hits-55 damage)
13. f,f+4,3 S! 4 b+1,4~d/f WS+3,1,2 (8 hits-56 damage)
14. BOK 3 S! 4 b+1,4~d/f WS+3 f+4~d/f WS+4,1+2 (8 hits-72 damage)
15. CH b+1 f,f+4,3 S! 3,2,4~d/f WS+3,1,2 (9 hits-62 damage)
16. CH d+1 d/f+1 b+1,4~d/f WS+3 f+4 KNK 2 S! f4~d/f WS+1+2 (9 hits-66 damage)
17. CH KNK 2 f,f+4,3 S! b+1,4~d/f WS+3,1,2 (8 hits-60 damage)
18. u/f+3+4 2 b+1,4~d/f WS+3 f+4 KNK 2 S! f+4~d/f WS+1+2 (9 hits-73 damage)
19. Low Parry 4 b+1,4~d/f WS+3 f+4 KNK 2 S! f4~d/f WS+1+2 (8 hits-47 damage)
20. During Rage BOK 2 U/F+4 b+1,4~d/f~U~u/f+1 f,f+4,3 S! Rage Art or d/f+1+2 (11 hits - 90 damage)
21. u/f+4 d/f+3 S! b+1,4~d/f WS+3 f+4 KNK 2 W! b+1,4 KNK 3,4 (11 hits-73 damage)
22. u/f+4 d/f+3 S! b+1,4~d/f WS+3 f+4 KNK 2 W! 1,2,1,1 (11 hits-68 damage)
23. During Rage BOK 2 U/F+4 b+1,4~d/f WS+3 f+4 KNK 2 w! f,f+2 W! WS+1,4,1 (11 hits-89 damage)
24. During Rage d/b+3 W! u/f+3 f,f+2 W! b+1,4 KNK 3,4 (7 hits-77 damage)
25. During Rage d/b+3 W! U/F+4 f,f+2 W! b+1,4~d/f WS+1+2 (6 hits-84 damage)
26. During Rage u/f+4 d/f+3 S! b+1,4~d/f WS+3 f+4 KNK 2 W! f,f+2 W! f+4~d/f WS+1+2 (11 hits-91 damage)
Juggle Launchers:
u/f+4
d/f+2
ws+2
BOK+2
d/b+3
CH b+1
CH u/f+3+4
CH d+1
Common Juggle Filler Strings:
df+1 or 2 or 4 or f+2 or f+3 then b+1,4~d/f WS+3
3,2,4~d/f WS+3
f+4~d/f WS+3
Screw/Tailspin moves:
f+4 KNK 2 (most common)
f,f+4,3
d/f+3
BOK 3
u/f+1,1
Juggle Enders:
f+1+2 (probably easiest and most consistent if you do not know what to end with)
WS+4, 1+2 (timing is strict and will not work all the time)
f+4~df WS+1+2 (most common and reliable)
f,f+2 (same as f+1+2)
u/f+1,2 (wall carry option)
WS+3,1,2 (useful for awkward axis juggles)
Wall Moves:
b+1,4 KNK 3,4 (best)
b+1,4~df WS+1+2 (only use when you have a lead or to finish off, the positioning is awful)
1,2,1,1
d/b+1 WS+1,4,1
Again, there are other options but these are the simplest and easiest to do. I have updated this post as there were some previous errors. Hopefully I wasn't able to bring about confusion. He he.
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